Combat RulesTypes of CombatThere are three types of combat in the FC:
Raid: a quick strike, usually executed by a small force, with a specific objective. The attacker may not use more than 10FP total aero and ground forces in a raid.
In a Raid scenario, the defender may not be able to deploy their full defenses: roll on the raid defense chart to determine what percentage of the raid force can be mustered by the defender (if available). If the raid made successful pirate transit, apply a -2 modifier to the roll.
If pirate entry was not used, a raid transit roll must still be made to determine if air defense can intercept the raiding party.
Aerospace forces may not intercept an attacker’s raiding party, unless the raid itself is targeting an aerospace facility with aerospace forces or raiding force fails it's transit roll.
Defenders may not attack if raiding party retreats.
Only one raid per faction may be conducted against a planet in a single turn.
Note: A Raiding force may not retreat once a roll has been made on the Raid Defense Table.
Battles: a large scale engagement where a two or more factions' forces engage in combat.
Unless pirate transit was used, Aerospace forces may use interdiction to prevent hostile forces from arriving or leaving.
Clan Trials fall into this category for rules purposes.
Invasion – This is a special category of engagement that includes multiple raid and battle scenarios linked together.
Invasion forces cannot use pirate transit, so hostile aerospace forces may always attempt interdiction.
An invasion normally continues until either one side is destroyed or flees, or three ground Battle missions have been completed; in some cases, this can cause an Invasion to spill over into subsequent turns.
At the end of three ground Battles during an invasion, the faction with the lower total FP on the ground or loser of three engagements, loses the invasion and must retreat to an adjacent uncontested friendly hex at no cost in MP (or retreat to orbit if the looser on the ground maintained air superiority).
If the winning force meets the requirements, offensive interdiction can be used to harry a retreating enemy force.
Declaring ForcesWhen declaring an order (including defensive orders) the full identity of any involved units must be disclosed (name, type, quality, current FP). It is not neccessary to disclose units not participating in the order.
Third Parties' ResponsibilitiesIf a thread goes to GM resolution at the end of the turn, the GM team will look up the forces belonging to the attacker and to the owner of the hex from the orders sheets. Any third parties present are responsible for posting the forces at their disposal before the thread goes to GM resolution. Failure to do so will result in those forces not participating in combat. In the event of repeat failures to notify the GMs of 3rd party forces, the offending forces may be subject to penalties up to and including destruction.
Method of ResolutionPlayers may opt to resolve combat either by playing the battle in MegaMek or by rolling on the Simple Resolution chart. If players cannot agree on the details of a MegaMek match, Simple Resolution should be used.
MegaMekPrior to rolling simple resolution or playing a MegaMek match, each side must allocate the percentage of their available force points used in each engagement. This may be announced in the thread or sent privately to each game master. Even if GM notification is selected, the forces used must be disclosed in the combat thread once combat has been resolved.
When using MegaMek, the players organize and complete the combat operation in MegaMek. Preferably, players from the participating factions will play the games. However, a neutral (meaning a player whose faction will not be affected by the outcome of the battle) stand-in may be used with the approval of both sides.
Each game is equivalent to a single engagement, with both sides able to retreat or surrender at any time between games.
FP loss in MegaMek should be calculated by the percentage of Battle Value lost, rather than the actual units destroyed (
note: to correctly calculate BV, Force Battle Value Modifier
must be disabled).
In large battles, one unit in MegaMek can be used to represent more than one actual unit in FGC; a common approach is for one MegaMek unit to represent one company (or binary). Unit selection should be based on what equipment is available to each force, and each unit should be representing a specific unit. For example, a Medium Inner Sphere Standard mech company would be represented by a Inner Sphere Standard-technology medium 'Mech. If that unit is veteran, then the mech used should be a veteran, as this mech (or fighter or warship) is representative of the unit.
Simple ResolutionIn Simple Resolution, each faction rolls 2d6 and consults the Simple Resolution table to determine what percentage of their FP they inflict as damage to the enemy.
There are several different simple resolution charts; the chart closest to the actual difference in opposing forces should be used.
On a roll of 8 or higher, the player rolling needs to roll for a chance of critical event.
On a roll of 3 or lower, the opposing player rolls on a chance of critical event.
If a chance of critical event is rolled, roll 2D6:
2-7 no critical event occurs
8-9 one critical event is rolled
10-11 two critical events need to be rolled
12 three critical events should be rolled or victory declared with the defender retreating*
*choice of player who rolls the critical event, if forcing retreat is called then a minimum of 10% of this players forces survive, after calculating that turns damage.
If any critical events are rolled, the effects are applied to the current results.
The side that won the mission is required to post an after action report listing the forces involved, simple resolution rolls, and forces surviving.
If there are additional rounds of combat to be resolved, the wining side gains a +1 for initiative rolls.
Combat ProcedureThe general procedure for combat is as follows:
1. Initiative: all involved factions roll 2d6 to determine the order they will declare orders in.
2. Declare Orders: each faction announces its actions.
3. Special Scenarios: any unique rules or conditions should be disclosed at this point (if they have not already).
4. Resolution: play MegaMek or roll for simple resolution.
For simple resolution, use the following method to determine damage:
a. Roll 2d6
b. Apply any dice roll modifiers
c. Determine the base damage percentage from steps 1 and 2
d. Roll for critical events if applicable
e. Apply the results of any capture/encircle results immediately, before calculating damage.
f. Apply positive or negative modifiers to the damage percentage.
For example, critical event #12 increases damage by 30%. If the initial roll was a "7" (40%) then this event will increase the damage percentage to 70%.g. Apply any multiplicative modifiers.
Continuing with the previous example, if critical event #11 was also rolled, it would be applied at this stage, increasing the damage amount to 140%h. Multiply the attacker's FP (as modified by step 5) by the final damage percentage to determine the amount of FP damage inflicted upon the enemy.
For MegaMek, each side loses FP in proportion to the percentage of BV they lost in the MegaMek match.
5. Damage Control: any force that took damage but survived the combat regains 10% of the lost FP (round to the nearest 0.25).
6. Conclusion: in Raid and Battle type scenarios, the attacker withdraws to an adjacent friendly hex (if applicable). In Invasions, repeat steps 1-5 as neccessary until the Invasion has been completed.
Note: Each turn only contains six combat rounds. Invasion scenarios that continue past round six spill over into the next turn.
7. Salvage: Determine the total actual damage sustained and roll 2d6 to determine the percentage that is salvageable. Add a +5 bonus for raids, +10 for battles, and +15 for invasions (as well as an additional +10 incentive bonus if all operations were played out in MegaMek). Salvage is claimed by the faction that ends the turn in control of the planet,
except for raids where the raider may roll on the Raid Salvage chart to steal a percentage of the available salvage (apply a +2 modifier if the raid was successful)*.
*If the operation was a Clan trial, and Zellbrigen was upheld for the entire fight, salvage is automatically 50%.
Surrender Forces may surrender at any point in a campaign. When this occurs, the conquering force assimilates the equipment (FP value of the surrendered force, minus skill modifiers), on top of any salvage. The difference in FP between the skill-modified and green levels is considered the value of the personnel, and may be ransomed for that value in RP. If the surrendering force is green-rated, take 20% of the FP value. They may also be imprisoned or executed at the conqueror’s discretion.
At both sides discretion, terms of surrender can be negotiated that may differ from the guidelines listed above. Both sides must agree to the terms or else these default rules are used.
Hostile Boarding Rules Under certain circumstances, marine forces may attempt to board and capture enemy vessels. Boarding can occur under the following circumstances:
- When directed by a critical event in simple resolution
- When a small craft carrying marines executes a forced boarding in MegaMek*
- When an EVA marine unit executes a forced boarding in MegaMek*
*As of version 35.24, the actual boarding portion of this procedure is not supported in MegaMek. Once the unit meets the boarding criteria and reaches the appropriate phase, the actual boarding attempt must be rolled manually.
When boarding is dictated by a critical event, the attacking ship with the best marine contingent is assumed to make the attempt, and uses its full marine contingent in the effort. Additionally, up to four battle taxis from that ship may assist - see the special rules for Battle Taxis below.
Naval boarding resolutionOnce hostile units are onboard a naval vessel, they immediately begin rolling simple resolution against any defending marines once a turn starting in the turn they board (make this roll in the End Phase).
If hostile boarding occurs during simple resolution and a clear victor is not established after the initial roll, continue rolling simple resolution until the boarding forces are repelled or the ship is captured before moving onto the next operational round. This represents the intense, close-quarters nature of a naval boarding - the rolls represent minutes of combat rather than weeks.
Any ship that begins its turn with no remaining defenders is captured by the enemy. It must disengage at best possible safe speed and may not fire weapons, load or unload craft, or attempt any action that requires a piloting skill roll.
When a ship is captured, the following stipulations apply:
- Until the ship can return to a friendly industrial type hex improvement, it may only execute movement orders (it is assumed to be under operation by a prize crew, and lacks the trained naval crew neccessary to conduct combat operations). The ship may defend itself if attacked but is considered green skill (5/6) and may not use any special weapons modes (bracketed fire, etc).
- Unless fighters or small craft were actually onboard when the ship was captured (this would only occur in MegaMek) those units are not captured with the ship. They become a 'survivor' unit just as would happen if a WarShip was destroyed.
- The ship drops to Green skill until it reaches a friendly industrial type hex improvement. At the end of that turn it takes on new crew, becomes Regular, and loses the combat restrictions mentioned above.
Using Battle TaxisThe NL-42 Battle Taxi is a specialized small craft that improves the effectiveness of marines during their first turn of boarding action. The special bonuses here for Battle Taxis only apply such craft if they are listed in the "BT" column of the naval tab. Note that every faction may build Battle Taxis - if they do not produce the actual NL-42 model, it is assumed they have an equivalent (and statistically identical) local design.
Battle Taxis have the following characteristics:
- Each battle taxis is considered to be a 0.25 FP marine unit for cost purposes
- Like other marine type units, Battle Taxis do not contribute their FP to their parent unit's naval FP
- If a battle taxis successfully docks, it contributes its FP to the first simple resolution roll
- In critical event-directed boardings, if more than one Battle Taxi are available to the attacker, up to four may dock with the target. Roll 1d4 to determine how many dock.
Lupus assault craft: the Wolf Dragoons' clan technology version of the Battle Taxi provided a 0.50 FP bonus in previous versions of the rules. This unit is currently not in MegaMek and is not supported by the current version of the record sheet.
Lupus craft will be added back into the game at a future date.
Ship's MilitiaWhen boarded, a portion of a WarShip's crew is detailed for internal defense. This Ship's Militia is worth 1.0 FP and follows all the rules listed above for militia (including surrending when a 'routed' result is rolled). Ship's Militia will aid in the defense of a WarShip even if a separate friendly marine force is present.
Coordinated Military ActionsThe following rules apply to scenarios involving multifaction combat forces.
The coordinating factions must appoint a single player from within their alliance to be the commander for the combat. This person will make all tactical decisions for the engagement. If an individual cannot be agreed upon, the faction leader committing the largest force is the default choice.
The initial post by the coordinating factions must include all FP assigned to the combat, including blockaded forces, from every faction involved.
Once coordination is agreed upon, the member factions can only interject into the combat process, in-character, to withdraw from the alliance. All affected forces will immediately disengage and will not be eligible for further combat unless specifically attacked.